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How to Create Characters in D&D

How to create characters in D&D 5e

I love creating characters in Dungeons & Dragons. It is an exciting process that flares up my imagination and blends creativity with the strategic elements of the game. Here’s how you create a character for D&D.

I’ve mentioned my very first RPG character a few times before here on this blog. It was a dwarf fighter armed with an axe and shield, heavily based on Gimli from Lord of the Rings. This was well before the movies came out; all I had to go on were the images drawn in my mind by Tolkien’s famous narrative. Ever since, I have loved creating characters for all sorts of roleplaying games, but for some reason, creating D&D characters always brings me the most joy.

Often I sit at home, making notes, just pondering what my next character should be like. Perhaps a charismatic scoundrel, dashing from one tavern to the other. Maybe a battle-hardened veteran, scarred from countless battles. Even a soft-spoken devotee, their eyes flaring with some strange divine spark. Or a power-hungry spellcaster hellbent on using their ill-begotten magic for personal gain? Here are a few pointers on how to create a D&D character.

Character Concepts - like a fallen cleric of the forge

From concept…

The ideas I mentioned above are just a few character concepts that can be used to create a fun and memorable D&D character. It is important to start with a concept or general idea of where to start. The Player’s Handbook offers many different classes and races (which you can also find in the Quest Portal library), but the concept is more than just a combination of these two. It is the foundation of your character and helps you choose both race and class.

After being invited to join a D&D game, Eva sits down with Rick, the game master, to create a character. Rick tells her about the characters that are already in the party and offers a few ideas for her character. She thinks about it for a while and finally decides that she wants to play a spellcaster, which her master abandoned. Rick approves of her idea, and together they start browsing through the class and race options.

Once you’ve got a concept you like, choose a race and class for your character. These are crucial decisions that define your choices for your adventurer's attributes. If you’re drawn to characters with sharp senses and long lifespans, an elves might be the perfect choice, known for their grace and affinity with nature. Alternatively, if you’re inspired by strength and resilience, you might choose a dwarf, known for durability and deep connection to the earth. Humans or half-elves are a great pick for a more versatile option, offering a balanced approach that can fit almost any role. Each race or species in D&D also provides unique abilities —elves, for example, have keen eyesight that allows them to see in the dark. At the same time, dwarves are resistant to poison, a handy trait when delving into ancient, trap-filled ruins.

Rick tells Eva about the different types of spellcasters in D&D and introduces a few good options for a race. Once she hears about the dragonborn, she immediately chooses that race, as good fit for her character concept. She tells Rick that her character was born a dragonborn, a grand spellcaster adopted, but after failing a test, the spellcaster cursed her with this strange draconic form… or was it a blessing?

Your class, meanwhile, shapes what your character can do in the game. Are you a warrior at heart, wielding a greatsword and charging first into battle? Or perhaps you prefer the shadows, slipping unseen past guards, picking locks and pockets with equal skill? If magic intrigues you, you might choose to become a wizard, mastering the arcane arts to bend reality to your will. Each class offers a distinct playstyle and set of abilities that will influence how you approach the game's challenges. For instacne, a cleric can call upon divine power to heal wounds and banish the undead, while a barbarian channels their rage into unparalleled strength, smashing through enemies with sheer brute force.

Next, Eva takes a good look at what kind of spellcaster she wants her character to be. There are many choices; wizard, warlock, sorcerer, cleric, bard, and so on. Her concept aligns most with the three arcane spellcasting classes. Rick proposes that her character could be a sorcerer, one that is still wrestling with the chaotic arcane forces. Eva likes that, and after reading about the class, she agrees with Rick. Her character is now becoming ever more clear: a sorcerer cursed with a draconic body and abandoned by her master after failing a test.
Getting ready to roll

…to numbers

After deciding on your race and class, it's time to delve into the finer details of your character, such as their abilities, skills, and equipment. D&D uses six core abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These abilities reflect your character’s physical and mental capabilities and are vital in determining their success in various tasks.

You have a choice, or the Dungeon Master will let you know, of two options for generating your ability scores:

  • Standard Array: a set of predetermined numbers to use for attribute scores
  • Dice Roll: Roll dice to see which numbers you can allocate in each attribute. There are a few ways to roll for attribute scores, the most common being rolling 3d6, or 4d6 and drop lowest result.

For example, if you’re playing a rogue, you’ll want a high Dexterity score to help you sneak, dodge, and perform acrobatic feats. On the other hand, a wizard benefits from a high Intelligence score, enhancing their ability to understand and cast complex spells. Strength is crucial for a fighter, allowing them to overpower enemies, while Charisma might be essential for a bard, whose performances can inspire allies and charm foes alike. Remember to add your attribute bonuses, once you determine the base numbers. Your attribute bonuses and features can come from race/species or background (in the latest update of the D&D rules, the attribute bonuses now stem from background rather than race).

Rick tells Eva that a high Charisma score is essential for a sorcerer. Rick tells her that the group is using the standard array, and she opts for using the highest number (15) for her character’s Charisma score. She notes down the number on the character sheet.

Next, consider your character’s background, which is more than just their origin story or concept—it’s the foundation of who they are. Were they raised in the opulent halls of nobility, trained in the arts of diplomacy and deception? Or did they grow up on the streets, learning the hard way how to fend for themselves in a harsh world? Perhaps your character was a soldier, having seen the horrors of war and now carrying those scars into every battle they fight. Each background provides additional skills, proficiencies, and sometimes even special items or abilities that add depth to your character. A noble might start with a signet ring and fine clothes, symbols of their status, while a criminal could have a set of thieves' tools and a network of underground contacts.

Eva already knows her sorcerer’s background and chooses the Acolyte background. She notes the proficiencies provided by both class and background and writes down all the features both include. She wants the sorcerer also to be clever and dextrous, but after allocating the numbers to the attributes scores, she sees that the curse bestowed upon her sorcerer has left their body frail and broken, in other words, their Constitution score is low.

During creation, you’ll also need to decide which of the many skills that your character has proficiency in. Proficiency gives a skill an extra boost on top of the base ability. All classes give your characters an amount of skills that you can be proficient in, and a limited range of the skills you can choose from. Backgrounds often also infer additional skills. Balancing the skill proficiencies you get from your class and your background can really help to create a well rounded character - so choose wisely.

The dragonborn's past accomplishments meant nothing in comparison to what they had lost

Meat and bones

As you flesh out your character, it’s also important to give thought to their personality and how they view the world. The concept and the numbers are the bones of character creation, but it is time to add some meat.

What are their ideals—do they believe in justice above all, or are they driven by a thirst for power? What bonds do they hold dear—perhaps a loyalty to their family, a vow to protect the innocent, or a deep connection to a lost love? And what flaws do they struggle with—are they quick to anger, prone to greed, or haunted by a past they cannot escape? These elements not only make your character more relatable and human but also guide your decisions during the game, adding layers to the narrative as you and your party navigate the darkest dungeons or investigate long-lost ruins.

Eva decides that her sorcerer is female, but due to the sorceress's frail body, she is prone to coughing and has a raspy voice. Her allegiance is first and foremost to magic and the pursuit of arcane knowledge. She has trouble making friends since she has trouble trusting people after being so grievously mistreated by her master. The sorceress has a soft spot for those who have been abandoned, and she is quick to anger if she witnesses someone treating those in weaker potions badly, which fits with her character concept.

Finally, as your character takes shape, you’ll need to equip them with the tools and weapons they’ll need on their adventures. Depending on your class and background, your character might start with a longsword, a bow, or a simple dagger—each choice reflecting their combat style and the kind of adventurer they are. A fighter might carry a shield and chain mail, prepared for the front lines of battle, while a wizard might have a spellbook and a staff, ready to weave magic from a distance. Don’t forget the essential supplies like rations, a backpack, and perhaps a healing potion or two—after all, the life of an adventurer is fraught with danger, and being prepared can mean the difference between life and death.

Finally, Eva notes her sorceress equipment, and Rick offers to help her with choices for spells since she is new to the game. Once these are noted on the character sheet, all that is left is to decide upon a name. Eva stumbles a bit, her mind going blank. After all, a name seems rather important. She fumbles with her pencil, but after a while, she writes down: She’Dragsor.
Ready for adventure!

Get ready for adventure

With your character fully realized, from their backstory to their gear, you’re ready to step into the world of D&D. Every choice you’ve made—from race and class to the intricate details of their personality and equipment—sets the stage for the stories that will unfold as you embark on your adventure.

Whether you’re exploring ancient ruins, battling fearsome monsters, or outwitting cunning foes, your character is your window into the rich, imaginative world of Dungeons & Dragons, where every decision can lead to unexpected and thrilling outcomes.

Remember, whether your character lives to become a legendary hero or dies in a great battle made immortal in songs and poems, the goal of the game is to have fun and take part in great stories.